Refer to your best judgement or the FC instructions on jamming targets. The priority displayed here is meant only as a basic guideline for prioritizing targets on a theoretical level, actual field priority may differ depending on the circumstances.

Contents

The Comet's design comes from one Arnerore Rylerave, an engineer and researcher of the Roden Shipyards corporation. Originally created as a standard-issue police patrol vessel, its tremendous maneuverability and great offensive capabilities catapulted it into the Navy's ranks, where it is now a widely-used skirmish vessel.

Base Time to Warp is essentially the time needed for this ship to align and accelerate until it reaches 75% of its top speed and goes to warp. The time displayed here is the base calculated time with no account for any warp related skills, modules or any other effects.

Drones

No drone bay.

Drone Capacity

30 m³

Drone Bandwith

15 Mbit/sec

Fighters

Fighter Bay Capacity

0 m³

Fighter Squad Tubes

0

Light Fighter Squad Limit

0

Heavy Fighter Squad Limit

0

Support Fighter Squad Limit

0

Targeting

Max Tgt. Range

37.50 km

Max Locked Targets

5

Magnetometric Sensor

11 points

Sig. Radius

42 m

Scan Res.

650 mm

Structure

Structure Hitpoints

750 HP

Mass

970,000 kg

Volume

16,500 m³

Cargo Capacity

145 m³

Capacity

{{{extrahold2type}}} Capacity

0 m³

{{{extrahold3type}}} Capacity

0 m³

{{{extrahold4type}}} Capacity

0 m³

Shields

Shield Capacity

575 HP

Shield Resistances

EM

0

THR

20

KIN

40

EXP

50

Armor

Armor Hitpoints

700 HP

Armor Resistances

EM

50

THR

35

KIN

35

EXP

10

Summary

The Federation Navy Comet, sometimes shortened to FedNav Comet or just Comet, is the Gallente faction frigate and, while technically upgraded from a Tristan, flies more like a souped-up Incursus. While it lacks the role bonuses of pirate faction frigates, the Comet's frigate skill bonuses can almost match them in power. Its exceptional base structure allows to hull tank it on top of armor tanking it, coupled with its insane base damage it has one of the best Damage/EHP ratio among frigates. On top of that, its base speed is very decent.

Quite a bit more costly than a T1 frigate, but not nearly as much as pirate frigates, the Comet's primary purpose is solo PvP, it might find some uses in small gang frigate PvP too. It might also let you blitz some lower level missions.

The comet is one of the most versatile T1 frigs. It is commonly flown in two variations:
Brawling may come in several variants, active armor tanked with a nos, buffer tanked with a Neut or even dual-propped. Its drones coupled with great null damage make it be very hard to scram-kite.
The scram kiting comet too can be either active tanked, buffer tanked and dual-propped. Its drones coupled with long range ammo might be come in very handy for fending off kiters, even with an AB fitted.
The comet is also flyable as a kiting boat, it is mostly inferior to the Slicer stats wise but a kiting Comet brings a big element of surprise, it is also more forgiving than a Slicer to fly as you get a defensive web.

Skills

Further information about additional or recommended skills to pilot Federation Navy Comet for a specific or it's common role(s) can be written here.

This fit may be used solo or in a small gang alike, you'll need. It is comparable to a beam slicer: it's going to be slightly worse than one stats wise but it will be a lot more unexpected, it also packs a defensive web so it's more forgiving to fly. (pre-overheat it and spam the button if someone is getting dangerously close to you). It's going to struggle with cap just like a slicer does. This ship can be flown in lowsec but you might struggle to track AB ships so you should be careful. Thorium will be your default ammo, Spike is for poking at long range and Javelin is when you get caught.

This fit is to be used in Nullsec. It is the easiest scram-kiting MWD fit to fly and is great for beginners as it's buffer tanked and has a web, if you watch eveiseasy videos (and you should if you want to solo in null) you might consider this as a more expensive, more powerful and tankier kestrel. However, being easy to fly means it might be suboptimal, a dual prop active tanked scram-kiting comet would be harder to fly but theoretically more powerful.

Antimatter is your default ammo and hobgoblins are your default drones, Iron and warriors will help you fend-off kiters. Spike S will allow you to poke at long range and Javelin should be used against ships trying to get under your guns.

This fit is to be used in nullsec. It is a harder scram-kiting MWD fit to fly but has the best Damge/Tank/Range control ratio you could hope for in Null, the exact same fit is usable with neutron blaster in a brawling variant if that's more your thing. Be careful of AB only ships as they might screw with your tracking if you weren't careful and are being outtracked by someone orbiting at 0, double clicking in space and overloading prop will help a lot. Be careful with your cap as you'll need to manage it carefully, if a neut ship manages to brawl you you'll be better off deactivating your amor rep all together and count solely on your hull rigs.

Antimatter is your default ammo and hobgoblins are your default drones, Iron and warriors will help you fend-off kiters. Spike S will allow you to poke at long range and Javelin should be used against ships trying to get under your guns.

This fit is to be used in nullsec, the Nos is going to help with your cap issues, the web will allow you to apply void DPS to the MWD ships you manage to catch as long as you manage to negate transversal (which is not too hard when both ships travel at 200 m/s). You may drop the NOS and replace the web by an afterburner. That would allow you to have better range control in exchange of worse capacitor and no void.

Antimatter is your default ammo, warriors will help you poke kiters while you are trying to slingshot them. Null S should be used against people who are succeeding at scram-kiting you. Void S can be used if you are succeeding to brawl and the other guy is bad at picking up transversal. This fit might be usable in gang of small frigates too but you will be committing hard as you'll generally struggle to disengage once you are in scram range. The dual prop variation of this fit might be better to fly in gangs as you'll disengage more easily if things go wrong.

Tactics

No sub-article about Federation Navy Comet roles or piloting tactics. You can write them here.

Notes

There is also a reskinned version of the Comet, the Police Pursuit Comet, which has identical attributes to the Federation Navy Comet but a mostly white color scheme with grey and dark green Gallente accents, and of course blinking blue and red lights. It is usually slightly more expensive than its navy counterpart.